Quote from SteppenwolfThis is a really bad example because this is exactly where i feel that source is way behind. You have to fix so many tiny things afterwards alone to make the map compilable again. I did some serious layout changes for bionic commando within a couple of hours. When i was on Insurgency stuff like this always took 1-2 days to fix and was a real pain in the ass to do.
Gotta agree with you here ![]()
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It all really depends on beforehand planning imo. Both methods have their cons and pros but if you don´t have a big picture of what you want before you start you will have definitely troubles, with both approaches. You can´t model with a BSP mentality and the other way around is also true. It´s just a matter of getting used and learning the shortcuts. A few years ago the idea of making an entire level in max scared the shit out of me, but I can see it completely doable now. It would be perfect if it had an a-la Hammer texturing tool. Adding UVW map modifier to each piece is a real pain in the butt. Oh and a decent texture browser would also be neat.
I really like Grin´s solution to prototyping levels, maybe I´ll try that myself next and build a non-bsp level in Unreal 3.
Quotethis actually gets me thinking. it could be cool if you could import modular pieces from another file to the current one, and then, if you change the piece itself, the reference would also update. if it can be done within the sphere of programming, then why not in the sphere of modeling?
That´s exactly what happens if you do like peris said and assemble your level in the editor using modular pieces =)